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Shubham Aggarwal

Publications and source records attributed to Shubham Aggarwal.

18 recordsLinked to original sources

Prism Transformer: Progressive Head Schedules for Hierarchical Attention Processing

Multi-head attention conventionally partitions the hidden dimension equally across all heads at every layer, enforcing an identical representational subspace dimension (dh = dmodel/h) throughout the models depth. In this work, we identify this uniform allocation as a fundamental structural bottleneck: due to their restricted dimensional space, early-layer heads are unable to faithfully capture complex, high-dimensional contextual patterns. To resolve this, we introduce the Prism Transformer, a novel architectural paradigm that replaces the static, uniform head configuration with a progressive head schedule. By monotonically increasing the head count across layers, the Prism Transformer naturally establishes a local-to-global representational hierarchy: early layers leverage fewer, exceptionally wide heads to capture complex, local compositional patterns, while deep layers deploy many, narrow heads to decompose these patterns into specialized linguistic features. Crucially, this structural shift is parameter-neutral, compute-neutral, and introduces zero training or inference overhead, preserving identical weight matrices and FLOP budgets as the standard Transformer. Across three model scales (124M, 354M, and 757M), the Prism Transformer consistently outperforms uniform baselines, achieving consistent reductions in validation loss alongside consistent gains on downstream zero-shot benchmarks (including PIQA, HellaSwag, ARC-Easy, and WinoGrande). Our findings demonstrate that non-uniform subspace allocation unlocks latent capacity within the standard Transformer budget, enabling more effective use of model capacity.

cs.LG

Hyper-Connections for Adaptive Multi-Modal MRI Brain Tumor Segmentation

We present the first study of Hyper-Connections (HC) for volumetric multi-modal brain tumor segmentation, integrating them as a drop-in replacement for fixed residual connections across five architectures: nnU-Net, SwinUNETR, VT-UNet, U-Net, and U-Netpp. Dynamic HC consistently improves all 3D models on the BraTS 2021 dataset, yielding up to +1.03 percent mean Dice gain with negligible parameter overhead. Gains are most pronounced in the Enhancing Tumor sub-region, reflecting improved fine-grained boundary delineation. Modality ablation further reveals that HC-equipped models develop sharper sensitivity toward clinically dominant sequences, specifically T1ce for Tumor Core and Enhancing Tumor, and FLAIR for Whole Tumor, a behavior absent in fixed-connection baselines and consistent across all architectures. In 2D settings, improvements are smaller and configuration-sensitive, suggesting that volumetric spatial context amplifies the benefit of adaptive aggregation. These results establish HC as a simple, efficient, and broadly applicable mechanism for multi-modal feature fusion in medical image segmentation.

cs.CV

Rethinking Attention Output Projection: Structured Hadamard Transforms for Efficient Transformers

The dense output projection in multi head attention scales quadratically with model dimension, contributing significantly to parameter count, memory footprint, and inference cost. We propose replacing this projection with a fixed, parameter free Walsh Hadamard Transform (WHT) followed by a diagonal affine transformation. This approach eliminates approximately 25 percent of attention parameters per block while maintaining global cross-head interaction through an orthogonal, norm-preserving transformation. Our results demonstrate that WHT augmented models exhibit a steeper validation loss curve relative to training FLOPs compared to dense baselines, suggesting superior compute utilization during training. Crucially, we show that efficiency gains including reduced memory footprint and increased throughput grow monotonically with model size, batch size, and sequence length. We evaluate performance across both prefill and decoding stages, finding that the structured transform consistently outperforms dense projections as complexity increases. Our findings indicate that replacing dense projections with structured transforms allows for more compute-efficient architectures that achieve lower loss than dense models at an equivalent training budget.

cs.LG

The Silence that Speaks: Neural Estimation via Communication Gaps

Accurate remote state estimation is a fundamental component of many autonomous and networked dynamical systems, where multiple decision-making agents interact and communicate over shared, bandwidth-constrained channels. These communication constraints introduce an additional layer of complexity, namely, the decision of when to communicate. This results in a fundamental trade-off between estimation accuracy and communication resource usage. Traditional extensions of classical estimation algorithms (e.g., the Kalman filter) treat the absence of communication as 'missing' information. However, silence itself can carry implicit information about the system's state, which, if properly interpreted, can enhance the estimation quality even in the absence of explicit communication. Leveraging this implicit structure, however, poses significant analytical challenges, even in relatively simple systems. In this paper, we propose CALM (Communication-Aware Learning and Monitoring), a novel learning-based framework that jointly addresses the dual challenges of communication scheduling and estimator design. Our approach entails learning not only when to communicate but also how to infer useful information from periods of communication silence. We perform comparative case studies on multiple benchmarks to demonstrate that CALM is able to decode the implicit coordination between the estimator and the scheduler to extract information from the instances of 'silence' and enhance the estimation accuracy.

eess.SY

InterQ: A DQN Framework for Optimal Intermittent Control

In this letter, we explore the communication-control co-design of discrete-time stochastic linear systems through reinforcement learning. Specifically, we examine a closed-loop system involving two sequential decision-makers: a scheduler and a controller. The scheduler continuously monitors the system's state but transmits it to the controller intermittently to balance the communication cost and control performance. The controller, in turn, determines the control input based on the intermittently received information. Given the partially nested information structure, we show that the optimal control policy follows a certainty-equivalence form. Subsequently, we analyze the qualitative behavior of the scheduling policy. To develop the optimal scheduling policy, we propose InterQ, a deep reinforcement learning algorithm which uses a deep neural network to approximate the Q-function. Through extensive numerical evaluations, we analyze the scheduling landscape and further compare our approach against two baseline strategies: (a) a multi-period periodic scheduling policy, and (b) an event-triggered policy. The results demonstrate that our proposed method outperforms both baselines. The open source implementation can be found at https://github.com/AC-sh/InterQ.

math.OC

Communication and Control Co-design in Non-cooperative Games

In this article, we revisit a communication-control co-design problem for a class of two-player stochastic differential games on an infinite horizon. Each 'player' represents two active decision makers, namely a scheduler and a remote controller, which cooperate to optimize over a global objective while competing with the other player. Each player's scheduler can only intermittently relay state information to its respective controller due to associated cost/constraint to communication. The scheduler's policy determines the information structure at the controller, thereby affecting the quality of the control inputs. Consequently, it leads to the classical communication-control trade-off problem. A high communication frequency improves the control performance of the player on account of a higher communication cost, and vice versa. Under suitable information structures of the players, we first compute the Nash controller policies for both players in terms of the conditional estimate of the state. Consequently, we reformulate the problem of computing Nash scheduler policies (within a class of parametrized randomized policies) into solving for the steady-state solution of a generalized Sylvester equation. Since the above-mentioned reformulation involves infinite sum of powers of the policy parameters, we provide a projected gradient descent-based algorithm to numerically compute a Nash equilibrium using a truncated polynomial approximation. Finally, we demonstrate the performance of the Nash control and scheduler policies using extensive numerical simulations.

eess.SY

Distributed Offloading in Multi-Access Edge Computing Systems: A Mean-Field Perspective

Multi-access edge computing (MEC) technology is a promising solution to assist power-constrained IoT devices by providing additional computing resources for time-sensitive tasks. In this paper, we consider the problem of optimal task offloading in MEC systems with due consideration of the timeliness and scalability issues under two scenarios of equitable and priority access to the edge server (ES). In the first scenario, we consider a MEC system consisting of $N$ devices assisted by one ES, where the devices can split task execution between a local processor and the ES, with equitable access to the ES. In the second scenario, we consider a MEC system consisting of one primary user, $N$ secondary users and one ES. The primary user has priority access to the ES while the secondary users have equitable access to the ES amongst themselves. In both scenarios, due to the power consumption associated with utilizing the local resource and task offloading, the devices must optimize their actions. Additionally, since the ES is a shared resource, other users' offloading activity serves to increase latency incurred by each user. We thus model both scenarios using a non-cooperative game framework. However, the presence of a large number of users makes it nearly impossible to compute the equilibrium offloading policies for each user, which would require a significant information exchange overhead between users. Thus, to alleviate such scalability issues, we invoke the paradigm of mean-field games to compute approximate Nash equilibrium policies for each user using their local information, and further study the trade-offs between increasing information freshness and reducing power consumption for each user. Using numerical evaluations, we show that our approach can recover the offloading trends displayed under centralized solutions, and provide additional insights into the results obtained.

cs.IT

Fully Decentralized Computation Offloading in Priority-Driven Edge Computing Systems

We develop a novel framework for fully decentralized offloading policy design in multi-access edge computing (MEC) systems. The system comprises $N$ power-constrained user equipments (UEs) assisted by an edge server (ES) to process incoming tasks. Tasks are labeled with urgency flags, and in this paper, we classify them under three urgency levels, namely, high, moderate, and low urgency. We formulate the problem of designing computation decisions for the UEs within a large population noncooperative game framework, where each UE selfishly decides on how to split task execution between its local onboard processor and the ES. We employ the weighted average age of information (AoI) metric to quantify information freshness at the UEs. Increased onboard processing consumes more local power, while increased offloading may potentially incur a higher average AoI due to other UEs' packets being offloaded to the same ES. Thus, we use the mean-field game (MFG) formulation to compute approximate decentralized Nash equilibrium offloading and local computation policies for the UEs to balance between the information freshness and local power consumption. Finally, we provide a projected gradient descent-based algorithm to numerically assess the merits of our approach.

cs.IT

Semantic Communication in Multi-team Dynamic Games: A Mean Field Perspective

Coordinating communication and control is a key component in the stability and performance of networked multi-agent systems. While single user networked control systems have gained a lot of attention within this domain, in this work, we address the more challenging problem of large population multi-team dynamic games. In particular, each team constitutes two decision makers (namely, the sensor and the controller) who coordinate over a shared network to control a dynamically evolving state of interest under costs on both actuation and sensing/communication. Due to the shared nature of the wireless channel, the overall cost of each team depends on other teams' policies, thereby leading to a noncooperative game setup. Due to the presence of a large number of teams, we compute approximate decentralized Nash equilibrium policies for each team using the paradigm of (extended) mean-field games, which is governed by (1) the mean traffic flowing over the channel, and (2) the value of information at the sensor, which highlights the semantic nature of the ensuing communication. In the process, we compute optimal controller policies and approximately optimal sensor policies for each representative team of the mean-field system to alleviate the problem of general non-contractivity of the mean-field fixed point operator associated with the finite cardinality of the sensor action space. Consequently, we also prove the $\epsilon$--Nash property of the mean-field equilibrium solution which essentially characterizes how well the solution derived using mean-field analysis performs on the finite-team system. Finally, we provide extensive numerical simulations, which corroborate the theoretical findings and lead to additional insights on the properties of the results presented.

math.OC

Best Response Strategies for Asymmetric Sensing in Linear-Quadratic Differential Games

In this paper, we revisit the two-player continuous-time infinite-horizon linear quadratic differential game problem, where one of the players can sample the state of the system only intermittently due to a sensing constraint while the other player can do so continuously. Under these asymmetric sensing limitations between the players, we analyze the optimal sensing and control strategies for the player at a disadvantage while the other player continues to play its security strategy. We derive an optimal sensor policy within the class of stationary randomized policies. Finally, using simulations, we show that the expected cost accrued by the first player approaches its security level as its sensing limitation is relaxed.

math.OC

Fully Decentralized Task Offloading in Multi-Access Edge Computing Systems

We consider the problem of task offloading in multi-access edge computing (MEC) systems constituting $N$ devices assisted by an edge server (ES), where the devices can split task execution between a local processor and the ES. Since the local task execution and communication with the ES both consume power, each device must judiciously choose between the two. We model the problem as a large population non-cooperative game among the $N$ devices. Since computation of an equilibrium in this scenario is difficult due to the presence of a large number of devices, we employ the mean-field game framework to reduce the finite-agent game problem to a generic user's multi-objective optimization problem, with a coupled consistency condition. By leveraging the novel age of information (AoI) metric, we invoke techniques from stochastic hybrid systems (SHS) theory and study the tradeoffs between increasing information freshness and reducing power consumption. In numerical simulations, we validate that a higher load at the ES may lead devices to upload their task to the ES less often.

cs.IT

Policy Optimization finds Nash Equilibrium in Regularized General-Sum LQ Games

In this paper, we investigate the impact of introducing relative entropy regularization on the Nash Equilibria (NE) of General-Sum $N$-agent games, revealing the fact that the NE of such games conform to linear Gaussian policies. Moreover, it delineates sufficient conditions, contingent upon the adequacy of entropy regularization, for the uniqueness of the NE within the game. As Policy Optimization serves as a foundational approach for Reinforcement Learning (RL) techniques aimed at finding the NE, in this work we prove the linear convergence of a policy optimization algorithm which (subject to the adequacy of entropy regularization) is capable of provably attaining the NE. Furthermore, in scenarios where the entropy regularization proves insufficient, we present a $\delta$-augmentation technique, which facilitates the achievement of an $\epsilon$-NE within the game.

cs.GT

Large Population Games on Constrained Unreliable Networks

This paper studies an $N$--agent cost-coupled game where the agents are connected via an unreliable capacity constrained network. Each agent receives state information over that network which loses packets with probability $p$. A Base station (BS) actively schedules agent communications over the network by minimizing a weighted Age of Information (WAoI) based cost function under a capacity limit $\mathcal{C} < N$ on the number of transmission attempts at each instant. Under a standard information structure, we show that the problem can be decoupled into a scheduling problem for the BS and a game problem for the $N$ agents. Since the scheduling problem is an NP hard combinatorics problem, we propose an approximately optimal solution which approaches the optimal solution as $N \rightarrow \infty$. In the process, we also provide some insights on the case without channel erasure. Next, to solve the large population game problem, we use the mean-field game framework to compute an approximate decentralized Nash equilibrium. Finally, we validate the theoretical results using a numerical example.

eess.SY

Weighted Age of Information based Scheduling for Large Population Games on Networks

In this paper, we consider a discrete-time multi-agent system involving $N$ cost-coupled networked rational agents solving a consensus problem and a central Base Station (BS), scheduling agent communications over a network. Due to a hard bandwidth constraint on the number of transmissions through the network, at most $R_d < N$ agents can concurrently access their state information through the network. Under standard assumptions on the information structure of the agents and the BS, we first show that the control actions of the agents are free of any dual effect, allowing for separation between estimation and control problems at each agent. Next, we propose a weighted age of information (WAoI) metric for the scheduling problem of the BS, where the weights depend on the estimation error of the agents. The BS aims to find the optimum scheduling policy that minimizes the WAoI, subject to the hard bandwidth constraint. Since this problem is NP hard, we first relax the hard constraint to a soft update rate constraint, and then compute an optimal policy for the relaxed problem by reformulating it into a Markov Decision Process (MDP). This then inspires a sub-optimal policy for the bandwidth constrained problem, which is shown to approach the optimal policy as $N \rightarrow \infty$. Next, we solve the consensus problem using the mean-field game framework wherein we first design decentralized control policies for a limiting case of the $N$-agent system (as $N \rightarrow \infty$). By explicitly constructing the mean-field system, we prove the existence and uniqueness of the mean-field equilibrium. Consequently, we show that the obtained equilibrium policies constitute an $\epsilon$-Nash equilibrium for the finite agent system. Finally, we validate the performance of both the scheduling and the control policies through numerical simulations.

eess.SY

How does a Rational Agent Act in an Epidemic?

Evolution of disease in a large population is a function of the top-down policy measures from a centralized planner, as well as the self-interested decisions (to be socially active) of individual agents in a large heterogeneous population. This paper is concerned with understanding the latter based on a mean-field type optimal control model. Specifically, the model is used to investigate the role of partial information on an agent's decision-making, and study the impact of such decisions by a large number of agents on the spread of the virus in the population. The motivation comes from the presymptomatic and asymptomatic spread of the COVID-19 virus where an agent unwittingly spreads the virus. We show that even in a setting with fully rational agents, limited information on the viral state can result in an epidemic growth.

math.OC

Linear Quadratic Mean-Field Games with Communication Constraints

In this paper, we study a large population game with heterogeneous dynamics and cost functions solving a consensus problem. Moreover, the agents have communication constraints which appear as: (1) an Additive-White Gaussian Noise (AWGN) channel, and (2) asynchronous data transmission via a fixed scheduling policy. Since the complexity of solving the game increases with the number of agents, we use the Mean-Field Game paradigm to solve it. Under standard assumptions on the information structure of the agents, we prove that the control of the agent in the MFG setting is free of the dual effect. This allows us to obtain an equilibrium control policy for the generic agent, which is a function of only the local observation of the agent. Furthermore, the equilibrium mean-field trajectory is shown to follow linear dynamics, hence making it computable. We show that in the finite population game, the equilibrium control policy prescribed by the MFG analysis constitutes an $\epsilon$-Nash equilibrium, where $\epsilon$ tends to zero as the number of agents goes to infinity. The paper is concluded with simulations demonstrating the performance of the equilibrium control policy.

eess.SY

Modeling Presymptomatic Spread in Epidemics via Mean-Field Games

This paper is concerned with developing mean-field game models for the evolution of epidemics. Specifically, an agent's decision -- to be socially active in the midst of an epidemic -- is modeled as a mean-field game with health-related costs and activity-related rewards. By considering the fully and partially observed versions of this problem, the role of information in guiding an agent's rational decision is highlighted. The main contributions of the paper are to derive the equations for the mean-field game in both fully and partially observed settings of the problem, to present a complete analysis of the fully observed case, and to present some analytical results for the partially observed case.

math.OC

Generalized Algorithm for Wythoff's Game with Basis Vector $(2^b,2^b)$

Wythoff's Game is a variation of Nim in which players may take an equal number of stones from each pile or make valid Nim moves. W. A. Wythoff proved that the set of P-Positions (losing position), $C$, for Wythoff's Game is given by $C := \left\{ (\lfloor kϕ\rfloor, \lfloor kϕ^2 \rfloor), (\lfloor kϕ^2 \rfloor, \lfloor kϕ\rfloor) : k \in \mathbb Z_{\geq 0} \right\}$. An open Wythoff problem remains where players make the valid Nim moves or remove $kb$ stones from each pile, where $b$ is a fixed integer. We denote this as the $(b,b)$ game. For example, regular Wythoff's Game is just the $(1,1)$ game. In 2009, Duch${ê}$ne and Gravier proved an algorithm to generate the set of P-Positions for the $(2,2)$ game by exploiting the periodic nature of the differences of stones between the two piles modulo $4$. We observe similar cyclic behaviour for any $b$, where $b$ is a power of $2$, modulo $b^2$, and construct an algorithm to generate the set of P-Positions for this game. Let $a$ be a power of $2$. We prove our algorithm works by first showing that it holds for the first $a^2$ terms in the $(a,a)$ game. Next, we construct an ordered multiset for the $(2a,2a)$ game from the $a^2$ terms, and an inductive proof follows. Moreover, we conjecture that all cyclic games require $a$ to be a power of $2$, suggesting that there is no similar structure in the generalised $(b,b)$ game where $b$ isn't a power of $2$. Future directions for generalising this result would likely utilise numeration systems, particularly the PV numbers.

math.CO